He had a real name... once. Gloomblade was what they called him now. It was a tattoo, in Dwarven script, inked on his right forearm. It was one of many other tattoos on the Half-Orc's body. On his upper left arm was a stylized serpent, symbolizing some sort of barbarian tribe. He barely remembered whatever time was spent there. On his left forearm was the tattoo he received some time either just before or just after landing in Sub Saan Prison. They told Gloomblade he was serving time for attacking some sort of important official. That's not the way to accused remembered it. Of course, all prisoners proclaim innocence, don't they?

And there would have been an end to Gloomblade's story long before it had a chance to begin, if not for a fellow prisoner, Gareth Stonecall, a former stonemason who'd been serving time for braining his patron in a very ugly and very public pay dispute. Stonecall, who befriended Gloomblade, was one of the very few who would dare speak to the wary Half-Orc castoff. The stonemason, while incarcerated at Sub Saan, had studied the gods and become something of a prison preacher. He helped shepherd the lost ones into the light, convert them from depraved into saved, and redeem those one irredeemable souls.

Gloomblade joined Stonecall's church, which met for a few hours a week in the prison kitchen. There, Gloomblade learned much about the gods he'd mostly ignored during his life. It was an eye-opening experience and one that led to Gloomblade's eventual release. With Stonecall's help, Gloomblade was able to prove his innocence of all charges and, after five and a half years in the hells of Sub Saan, Gloomblade was granted his release.

The warden asked the reformed Gloomblade where he'd like to be transported. After all, it wouldn't be proper to release Gloomblade or any prisoner right outside what was supposed to be a secret prison. Gloomblade didn't really have a home to call his own. From all he could remember of his life before imprisonment, the Half-Orc had been on the run from someone or something. Perhaps it was something deep within the recesses of his mind that prevented Gloomblade from remembering his pursuer. Perhaps this was for the best.

For these reasons, Gloomblade asked to be taken to a place far from what most would call civilization. He was transported to the frontier town of Overlook, where his life's adventure would truly begin.

Is it right? Is it fair? Nay, my brothers and sisters in arms! The elders of Overlook rule from their high seats, but we bear their burdens. We must show them, show them that we do deserve a seat at the table, that we will no longer be content with tablescraps! For Overlook!

Male Half-Elf Bard/Swordmage 3Initiative +1; Senses low-light vision; Passive Insight 19, Passive Perception 12HP 38; Bloodied 19; Healing Surge 9; Surges Per Day 10AC 19; Fort 15, Ref 16, Will 17Speed 5Action Points 1
-----------------------------------------------------------------Harsh Songblade Longsword +1 (standard; at-will) ✦ Weapon
+4 vs AC; 1d8 damage.Hand Crossbow (standard; at-will) ✦ Weapon
+3 vs. AC; 1d6 damage.Guiding Strike (standard; at-will) ✦ Arcane, Weapon
+9 vs. AC; 1d8+5 damage and the target takes a -2 penalty to the defense of Dorn's choice until the end of Dorn's next turn.Cutting Words (standard; at-will) ✦ Arcane, Implement, Psychic
Ranged 10; +6 vs. Will; 1d8+5 psychic damage and the target is pulled 2 squares.Sword Burst (standard; encounter) ✦ Arcane, Force, Implement
Close burst 1 (enemies in burst); +6 vs. Reflex; 1d6+3 force damage.Shout of Triumph (standard; encounter) ✦ Arcane, Implement, Thunder
Close blast 3 (enemies in blast); +6 vs. Fort; 1d6+5 damage thunder damage and Dorn pushes the target three squares. Effect: Slide each ally in the blast 3 squares.Cunning Ferocity (standard; encounter) ✦ Arcane, Weapon
+9 vs. Reflex; 1d8+5 damage and each ally within 5 squares gains a +2 bonus to damage rolls against the target until the end of Dorn's next turn.Slayer's Song (standard; daily) ✦ Arcane, Weapon
+9 vs AC; 2d8+5 damage and the target grants combat advantage to Dorn and his allies (save ends). Miss: Half-damage. Effect: Until the end of the encounter, whenever Dorn hits an enemy, that enemy grants combat advantage to Dorn and his allies until the end of his next turn.Majestic Word (minor; 2/encounter) ✦ Arcane, Healing
Close burst 5 (Dorn or one ally in burst); target spends a healing surge and regains +4 additional hit points; Dorn also slides the target one square.Words of Friendship (minor; encounter) ✦ Arcane, Charm
Dorn gains a +5 power bonus to the next Diplomacy check he makes before the end of his next turn.Concerted Effort (standard; daily) ✦ Arcane
Close burst 10 (Dorn and each ally in burst); Until the end of Dorn's next turn, each target gains a +1 power bonus to attack rolls. Whenever a target hits with at least one attack during their turn, the bonus increases by 1 for the targets whose turn has not yet started.Harsh Songblade Longsword +1Critical: +1d8 damage. Property: Bards use this blade as an implement for bard powers and bard paragon path powers. Power (Daily): Free action when Dorn hits an enemy with a bard thunder bower using the blade. Each enemy within 2 squares of the triggering enemy is dazed until the end of Dorn's next turn.Veteran's Chainmail +1
When Dorn spends an action port, he gains a +1 item bonus to attack rolls and defenses until the end of Dorn's next turn.Amulet of Protection +1Virtue of Valor
Once per round when an ally within 10 squares bloodies or reduces an enemy to 0hp, ally gains 4 temporary hit points.Song of Rest
At the end of a short rest so long as Dorn has been playing an instrument or singing, all allies and Dorn that spend a healing surge can +4 extra hit points per surge.Swordbond
Dorn is bonded with one blade; this bond can be changed during an hour long ritual. If the weapon is within 10 squares, he can call it to hand as a standard action. If the weapon is broken, it can be reformed after an hour long ritual.Bardic Training
Dorn can use one bard ritual per day without expending components.Group Diplomacy
Allies within 10 squares add +1 to Diplomacy.Skill Versatility
+1 to all untrained skills.DilettanteDual HeritageMulticlass Versatility
-----------------------------------------------------------------Alignment Good; Languages Common, Dwarven, ElvenStr 8 (+0) Dex 10 (+1) Wis 13 (+2)Con 16 (+4) Int 14 (+3) Cha 18 (+5)Acrobatics +5*, Arcana +8*, Athletics +4*, Bluff +6, Diplomacy +13*, Heal 3, Insight +9*, Streetwise +11*
* Trained SkillFeats: Combat Virtuoso, Heart of the Blade, Ritual CasterGear Harsh Songblade Longsword +1 (Shimemersong), Hand Crossbow with 20 bolts; Veteran's Chainmail +1, Light Shield; Amulet of Protection +1, Alchemical Reagents (100), Backpack, Belt Pouch, Everburning Torch, Lute, Magical Herbs (50), Trail Rations (10), Waterskin, Wine Bottle; 18gp; 76lbs (80 heavy).Rituals: Comprehend Language, Glib Limerick, Last Sight Vision, Secret Page, Traveler's Chant, Tensor's Floating Disk

Background
Dorn was born to a well-off barrister of Overlook. Never wanting for much, he grew up in a house full of ideals and debate. This instilled within him the beliefs and patriotism he holds to today. But he also saw the darker side of Overlook, especially the lower classes and how non-dwarves (including his father) could not reach the true echelons of power. After many unsuccessful attempts to work within the system (including a stint with the Watch after university), he started his own one man crusade. He printed leaflets, held rallies, and made a general nuisance of himself. While he never did anything really illegal, he was enough of a problem for Overlook that when the orc problem reeled its head, they had the perfect solution for how to deal with Dorn.

Personality and Appearance
Dorn is quite full of himself and very confident in his mission. He never says three words where six will do, and he often makes lofty appeals to justice and liberation and other such concepts. Dorn is tenacious is a fight, and even when things are going wrong, he refuses to see defeat.

Dorn has a proud bearing, lean build, and swarthy skin accented by his shaved head. He dresses in comoner's clothes with a fine cut and little dirt, a sure sign of a custom job. Women tend to swoon when he is speaking.

Background: Wendigo was raised by the dwarven monks of the Monastery of the Sundered Chain. His tribe was orginallly from the plains around the fertile Elsir River. The smalls towns of the plains turned against the tribe when it was feared that they had a lycanthrope in their midst. Wendigo's tribe was hunted because they were feared and what they could be hiding in their bloodline. The shifters ran, and Wendigo's own family fled and made a stand at the gates of the Monastery of the Sundered Chain. By the time the dwarves got the massive gates open, the shifters were dead, or dragged away by the righteous townsfolk. Only Wendigo remained, an infant, clutched to his mother's breast and hidden from view.

The dwarves raised the shifter, training his mind and body in their art. They also instilled in the shifter a love for Moradin. Wendigo soon realized he was different than his foster family, but he was never told of his origin. The shifter always wondered what the bloodstains were that covered the flagstones at the gate were from. Over time, Wendigo came to assume his origins, though nobody came out to tell him directly. This fact, caused the shifter to see the monks as friends, not family. His love of the Forgefather didn't wane in any way though. Moradin is the only father he has.

Appearance: Wendigo is tall and lean for a shifter. His head is shaved, but his beard is long and dark brown. His eyes are the color of honey and when he shifts they are slit vertically like a cat. Wendigo wears grey woolen loose fitting shirt and pants. A holy symbol of Moradin holds a short cloak on his shoulders. He wears no boots, his feet are calloused and tougher than stone. A spear is over his shoulder and several shuriken are strapped to a simple belt of cloth. Three other vials hang from the belt as well. They are alchemical bombs he bought while in Overlook, a curiousity at worst, an effective weapon at best.

PowersWILD SHAPE Druid Class Feature At will * Polymorph, Primal
Minor Action (Special) personalEffect: I change to beast form (jackal), and shift one square. I drop anything I am holding; equipment becomes part of beast form. Can only use powers that have the beast form keyword, or that are derived from implement or magic items.

Grasping Claws Druid Attack 1 At will * Beast form, Implement, Primal
Standard Action Melee touchTarget: One creatureAttack: +8 vs RefHit: 1d8+6 damage, and target is slowed (movement 2) until the end of my next turn. This can be used as a melee basic attack.

Pounce Druid Attack 1 At will * Beast form, Implement, Primal
Standard Action Melee touchTarget: One creatureAttack: +8 vs RefHit: 1d8+6 damage, and target grants combat advantage to the next creature that attacks it before the end of my next turn. When charging, this can be used instead of a melee basic attack.

Call of the Beast Druid Attack 1 At will * Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squaresTarget: Each creature in burstAttack: +8 vs WillHit: Target can’t gain combat advantage until the end of my next turn. On its next turn, it takes 11 psychic damage when it makes any attack that doesn’t include my nearest ally as a target.

Elven Accuracy Elf FeatureEncounter
Free Action PersonalEffect: Reroll an attack roll, and use the second roll even if it is lower.

Predator’s Flurry Druid Attack 3Encounter * Beast Form, Implement, primal
Standard Action Melee touchTarget: One creatureAttack: +8 vs RefHit: 1d6+6 and creature is dazed until the end of my next turnEffect: I shift 5 squares and make a secondary attackSecondary Target: One creature other than primary targetAttack: +8 vs RefHit: 1d6+6 and creature is dazed until the end of my next turn

Savage Frenzy Druid Attack 1Daily * Beast form, Implement, Primal
Standard Action Close burst 1Target: Each enemy in burst I can seeAttack: +8 vs RefHit: 1d6+6, target is dazed and slowed (save ends both)Miss: Half damage, and the target is slowed until the end of my next turn.

Fleet Pursuit Druid Utility 2Daily * Beast form, Primal
Minor Action PersonalEffect: Until the end of the encounter while in Beast form, gain +5 power bonus to speed (=13!)

Predator ArmorDaily * Beast form
Immediate reaction
Trigger: an enemy adjacent to me shiftsEffect: Until the end of my next turn I gain +1 to attack and damage against the triggering enemy.

Magic ItemsLevel 2 Flesh Seeker Halberd +1Crit 1d6Power (Encounter): Free Action: Use when I hit an enemy with this weapon; I gain +1 power bonus on my next attack against that target with this weapon.

Level 2 Screaming scale armour +1Property: Gain a bonus to Intimidate checks equal to the armour enhancement (+1)Power (Encounter): (Fear); Minor action: An enemy within 5 squares of me takes a -2 penalty to attack rolls until the end of my next turn.